Grey Cloud Posted May 5, 2016 Posted May 5, 2016 ffabris, On the People page, would it be possible to show the faction they belong to? And if possible change it. Just noticed a little quirk. I set Gwendolyne Battle-Born as a follower with Manipulator but when I talked to her the IAFT dialogue option 'Join me I need your help' wasn't there. Back in Manipulator I unchecked the follower box. Back to G B-B and the 'Join me...' option was there and she is now follower. On a different note: Are you a vampire? I've just been to WMC. You seem to have an unnatural aversion to light!
Grey Cloud Posted May 5, 2016 Posted May 5, 2016 I do admit that I use more than a handful of mods, in general. There's LAL, Immersive Armors, Immersive Weapons, Apocalyptic Spells, Inconsequential NPCs, No Magic Ninja Dodge, No Smoke, Black books Begone, etc, etc. But that's part of the reason to keep the number of adult mods to a reasonable level - there's already so many mods that are practically required. On the funny side, I can now run a LOT more mods! Turns out I've NEVER had SKSE.ini in the right directory, so it's never been setting the memory block sizes larger in turn allowing more mods. SKSE doesn't complain if it can't find the ini file, so I never noticed. Herp-a-derp! Could you please explain the 2nd paragraph? Yeah, I've always put the SKSE.ini file in data/SKSE/plugins/. It SHOULD go into data/SKSE/. Then I ran into the second most common issue with skse: if you don't run Skyrim from Steam, you need to use the -forcesteamloader option with skse-loader.exe or it ignores the ini file even if it's in the right location. 90% of hits I got on google for people not getting the memory block features of skse 1.7.x working were all using a shortcut for skse-loader on the desktop. If you do so, you can add the -forcesteamloader option in the shortcut properties. In my case, I run skse-loader from the Nostromo profile manager app, which didn't allow me to pass a command line option. So I made a bat file that has but one line - "skse-loader.exe -forcesteamloader" and that finally got the skse memory block handling working for me. I'd have never realized it wasn't working for me if I hadn't updated the Crash Fix skse plugin. The newest version checks the heap, and if it's not been set to at least 768, it warns you that you can have crashes. I was stunned when I got that warning since I thought I had been doing things right for the last TWO YEARS. So I checked and found I had the ini file in the wrong place. I moved the ini file, and still got the warning, so I checked again and found the info on -forcesteamloader. I made the bat file, and the warning finally went away... and things are MUCH better! You can get the Crash Fix plugin here: http://www.nexusmods.com/skyrim/mods/72725/? If you don't get a warning about the heap being too small, you're fine. If you get a warning, you might try what I did. It worked for me. Thanks a lot, My ini file is in the correct place and the memory settings are correct BUT I don't use the default Steam path. I'll try the CF plugin tomorrow and see what happens.
Guest ffabris Posted May 5, 2016 Posted May 5, 2016 ffabris, On the People page, would it be possible to show the faction they belong to? And if possible change it. No to that, sorry. There are just way too many factions, and NPCs usually are part of several. Just noticed a little quirk. I set Gwendolyne Battle-Born as a follower with Manipulator but when I talked to her the IAFT dialogue option 'Join me I need your help' wasn't there. Back in Manipulator I unchecked the follower box. Back to G B-B and the 'Join me...' option was there and she is now follower. Manipulator sets potential follower (PotentialFollowerFaction). It doesn't offer anything for making an NPC an actual follower (CurrentFollowerFaction). Further, an NPCs that are currently following will be dismissed as followers if added to your harem, because Manipulator will break most/all followers mods. On a different note: Are you a vampire? I've just been to WMC. You seem to have an unnatural aversion to light! LOL! No, I just like romantic lighting.
srayesmanll Posted May 5, 2016 Posted May 5, 2016 ffabris - just a quick question. What are you going to do about version numbering now that we're in May?
JLF65 Posted May 6, 2016 Posted May 6, 2016 ffabris - just a quick question. What are you going to do about version numbering now that we're in May? It's not May, it's the 35th of April.
Guest ffabris Posted May 6, 2016 Posted May 6, 2016 ffabris - just a quick question. What are you going to do about version numbering now that we're in May? ffabris - just a quick question. What are you going to do about version numbering now that we're in May? It's not May, it's the 35th of April. Haha....
srayesmanll Posted May 6, 2016 Posted May 6, 2016 ffabris - just a quick question. What are you going to do about version numbering now that we're in May? ffabris - just a quick question. What are you going to do about version numbering now that we're in May? It's not May, it's the 35th of April. Haha.... Anybody remember the song "Wet Dreams" by Kip Addotta? Song begins - "It was April the 41st (being a quadruple leap year)..."
Grey Cloud Posted May 6, 2016 Posted May 6, 2016 ffabris - just a quick question. What are you going to do about version numbering now that we're in May? ffabris - just a quick question. What are you going to do about version numbering now that we're in May? It's not May, it's the 35th of April. Haha.... You should have gone with the Tamriel calendar. Either that or the Mayan Long-Count.
Guest ffabris Posted May 6, 2016 Posted May 6, 2016 Anybody remember the song "Wet Dreams" by Kip Addotta? Song begins - "It was April the 41st (being a quadruple leap year)..." Not heard of it, no. You should have gone with the Tamriel calendar. Either that or the Mayan Long-Count. Ha - I might have, had it been intentional that the versions matched the date. Well, it was once I noticed that they were matching, but that wasn't right away.
karlpaws Posted May 6, 2016 Posted May 6, 2016 I do admit that I use more than a handful of mods, in general. There's LAL, Immersive Armors, Immersive Weapons, Apocalyptic Spells, Inconsequential NPCs, No Magic Ninja Dodge, No Smoke, Black books Begone, etc, etc. But that's part of the reason to keep the number of adult mods to a reasonable level - there's already so many mods that are practically required. On the funny side, I can now run a LOT more mods! Turns out I've NEVER had SKSE.ini in the right directory, so it's never been setting the memory block sizes larger in turn allowing more mods. SKSE doesn't complain if it can't find the ini file, so I never noticed. Herp-a-derp! Could you please explain the 2nd paragraph? Yeah, I've always put the SKSE.ini file in data/SKSE/plugins/. It SHOULD go into data/SKSE/. Then I ran into the second most common issue with skse: if you don't run Skyrim from Steam, you need to use the -forcesteamloader option with skse-loader.exe or it ignores the ini file even if it's in the right location. 90% of hits I got on google for people not getting the memory block features of skse 1.7.x working were all using a shortcut for skse-loader on the desktop. If you do so, you can add the -forcesteamloader option in the shortcut properties. In my case, I run skse-loader from the Nostromo profile manager app, which didn't allow me to pass a command line option. So I made a bat file that has but one line - "skse-loader.exe -forcesteamloader" and that finally got the skse memory block handling working for me. I'd have never realized it wasn't working for me if I hadn't updated the Crash Fix skse plugin. The newest version checks the heap, and if it's not been set to at least 768, it warns you that you can have crashes. I was stunned when I got that warning since I thought I had been doing things right for the last TWO YEARS. So I checked and found I had the ini file in the wrong place. I moved the ini file, and still got the warning, so I checked again and found the info on -forcesteamloader. I made the bat file, and the warning finally went away... and things are MUCH better! You can get the Crash Fix plugin here: http://www.nexusmods.com/skyrim/mods/72725/? If you don't get a warning about the heap being too small, you're fine. If you get a warning, you might try what I did. It worked for me. Well now, that's interesting... I'd been running SKSE from MO and didn't have the INI at all. Now I have to go looking for that. On the other hand, I haven't had any issues with mods related to memory that I can identify... but I'm only at 160 or so.
Guest Posted May 6, 2016 Posted May 6, 2016 ffabris - have one question. I did some test. Description: I installed ver. 2.9 on the clean save and all worked fine. Then I found a girl that was added to harem long time ago, on some earlier mod version (can't remember which version was). Well, the problem is that this girl was dismissed from harem before I upgraded the mod and I could communicate with her without any problems. Now, with 2.9 version installed, she's locked again. I can't interact with her. It looks like that Save cleaner tool doesn't clean certain files stored by mod. there are some "leftovers" of the mod in some place(s). What is the location of the mod's (settings and info) storage? It looks like some manual cleaning is needed too.
JLF65 Posted May 6, 2016 Posted May 6, 2016 I do admit that I use more than a handful of mods, in general. There's LAL, Immersive Armors, Immersive Weapons, Apocalyptic Spells, Inconsequential NPCs, No Magic Ninja Dodge, No Smoke, Black books Begone, etc, etc. But that's part of the reason to keep the number of adult mods to a reasonable level - there's already so many mods that are practically required. On the funny side, I can now run a LOT more mods! Turns out I've NEVER had SKSE.ini in the right directory, so it's never been setting the memory block sizes larger in turn allowing more mods. SKSE doesn't complain if it can't find the ini file, so I never noticed. Herp-a-derp! Could you please explain the 2nd paragraph? Yeah, I've always put the SKSE.ini file in data/SKSE/plugins/. It SHOULD go into data/SKSE/. Then I ran into the second most common issue with skse: if you don't run Skyrim from Steam, you need to use the -forcesteamloader option with skse-loader.exe or it ignores the ini file even if it's in the right location. 90% of hits I got on google for people not getting the memory block features of skse 1.7.x working were all using a shortcut for skse-loader on the desktop. If you do so, you can add the -forcesteamloader option in the shortcut properties. In my case, I run skse-loader from the Nostromo profile manager app, which didn't allow me to pass a command line option. So I made a bat file that has but one line - "skse-loader.exe -forcesteamloader" and that finally got the skse memory block handling working for me. I'd have never realized it wasn't working for me if I hadn't updated the Crash Fix skse plugin. The newest version checks the heap, and if it's not been set to at least 768, it warns you that you can have crashes. I was stunned when I got that warning since I thought I had been doing things right for the last TWO YEARS. So I checked and found I had the ini file in the wrong place. I moved the ini file, and still got the warning, so I checked again and found the info on -forcesteamloader. I made the bat file, and the warning finally went away... and things are MUCH better! You can get the Crash Fix plugin here: http://www.nexusmods.com/skyrim/mods/72725/? If you don't get a warning about the heap being too small, you're fine. If you get a warning, you might try what I did. It worked for me. Well now, that's interesting... I'd been running SKSE from MO and didn't have the INI at all. Now I have to go looking for that. On the other hand, I haven't had any issues with mods related to memory that I can identify... but I'm only at 160 or so. I saw some threads on how to run skse with the -forcesteamloader option from MO, but didn't read them because I don't use MO. It shouldn't be hard to google now that you have some terms to search for. If you're curious about how much memory you use, you might run the Memory Block Logger plugin: http://www.nexusmods.com/skyrim/mods/50471/?
JLF65 Posted May 6, 2016 Posted May 6, 2016 While taking care of the memory issue I had with skse, I took the opportunity to clean up my install of Skyrim. However, now The Manipulator no longer shows in MCM. I tried all versions back to 2.0 and they all don't work. The only difference as far as requirements for this go is I'm no longer installing SL Aroused. I thought that had been made optional? I've got UIExtensions, RaceMenu, and SexLab 1.61b installed. That all works, but TM doesn't add its menu to MCM. I've waited quite a while in game, started the game, started brand new games, tried switching races, tried switching sexes, and it still won't add its menu.
Guest ffabris Posted May 6, 2016 Posted May 6, 2016 ffabris - have one question. I did some test. Description: I installed ver. 2.9 on the clean save and all worked fine. Then I found a girl that was added to harem long time ago, on some earlier mod version (can't remember which version was). Well, the problem is that this girl was dismissed from harem before I upgraded the mod and I could communicate with her without any problems. Now, with 2.9 version installed, she's locked again. I can't interact with her. It looks like that Save cleaner tool doesn't clean certain files stored by mod. there are some "leftovers" of the mod in some place(s). What is the location of the mod's (settings and info) storage? It looks like some manual cleaning is needed too. The only external stuff is the config save file, which is in ../Data/SKSE/Plugins/StorageUtilData/Manipulator. I strongly doubt that's it, however. While taking care of the memory issue I had with skse, I took the opportunity to clean up my install of Skyrim. However, now The Manipulator no longer shows in MCM. I tried all versions back to 2.0 and they all don't work. The only difference as far as requirements for this go is I'm no longer installing SL Aroused. I thought that had been made optional? I've got UIExtensions, RaceMenu, and SexLab 1.61b installed. That all works, but TM doesn't add its menu to MCM. I've waited quite a while in game, started the game, started brand new games, tried switching races, tried switching sexes, and it still won't add its menu. SLA isn't required, no. The mod will work without. I think you may have cleaned out too much ... like possibly required scripts. Note that the included BSA only contains voice files, not scripts; the scripts are loose. Otherwise you may have nuked one or more other scripts, like PapyrusUtils (which is bundled with SexLab). Dunno what else to suggest ... something is missing that you had before, but don't now (he says, stating the obvious).
Guest Posted May 6, 2016 Posted May 6, 2016 ffabris - thank you for your answer. Well, i think I was right when saying that Save cleaner tool doesn't clean all files from uninstalled mods. I rechecked my game again and here is what I discovered: If you add NPC that was your follower to your harem, that NPC is being "locked", unable to interact with. Once the mod is uninstalled, that particular NPC is "unlocked" and interaction is restored. Now, After doing a clean save with Save tool cleaner, the traces of that NPC are still present in DATA/SKSE/Plugins/StorageUtildata/Manipulator and installing new version (2.9), locks that NPC again. So, After clean save, manual deletion of Manipulator folder from that directory is also needed. I did that and that particular NPC wasn't locked for interaction.
kujoe Posted May 6, 2016 Posted May 6, 2016 Manipulator sets potential follower (PotentialFollowerFaction). It doesn't offer anything for making an NPC an actual follower (CurrentFollowerFaction). Further, an NPCs that are currently following will be dismissed as followers if added to your harem, because Manipulator will break most/all followers mods. Sorry, but I'm not sure I understand. I've been thinking of adding this mod to my setup (which I'm still putting together), so I haven't tried anything yet. Do you mean once a follower is added to the harem, that follower cannot be asked to join your party again? So for example, if I make Lydia part of the harem, she can no longer join me as an ally?
karlpaws Posted May 6, 2016 Posted May 6, 2016 Manipulator sets potential follower (PotentialFollowerFaction). It doesn't offer anything for making an NPC an actual follower (CurrentFollowerFaction). Further, an NPCs that are currently following will be dismissed as followers if added to your harem, because Manipulator will break most/all followers mods. Sorry, but I'm not sure I understand. I've been thinking of adding this mod to my setup (which I'm still putting together), so I haven't tried anything yet. Do you mean once a follower is added to the harem, that follower cannot be asked to join your party again? So for example, if I make Lydia part of the harem, she can no longer join me as an ally? Well, she can, but the AI as being part of the harem is used instead of the follower AI so she never leaves with you. You can easily remove her from the harem and add her back in later as needed. The Make Follower bit of Manipulator just does what some other follower mods do - set an NPC as having the option to be a follower, once you take them as a follower the follower mod might need you to have the managed by the mod, sometimes not. Just takes a little tweaking but you're already tweaking things by making a non-follower into a follower.
JLF65 Posted May 6, 2016 Posted May 6, 2016 SLA isn't required, no. The mod will work without. I think you may have cleaned out too much ... like possibly required scripts. Note that the included BSA only contains voice files, not scripts; the scripts are loose. Otherwise you may have nuked one or more other scripts, like PapyrusUtils (which is bundled with SexLab). I actually "cleaned" it back to stock Skyrim, then copied back every mod I use (leaving out all the ones I was testing or decided I don't wish to use any more), testing for two hours of play at each stage (was making sure the skse issue truly resolved the crashes I was getting). I tested SexLab (using SL Solutions and Dangerously Nude) before installing The Manipulator - it was the very last thing to reinstall. I copied all files, including all the loose files. I made sure there wasn't an old settings file from an earlier play. Is there any way to tell where it's failing from any of the logs? Maybe use the console to find what stage the quest is in? It's literally the ONLY mod not working, which is irritating given I didn't have a lick of trouble before.
Guest ffabris Posted May 6, 2016 Posted May 6, 2016 ffabris - thank you for your answer. Well, i think I was right when saying that Save cleaner tool doesn't clean all files from uninstalled mods. I rechecked my game again and here is what I discovered: If you add NPC that was your follower to your harem, that NPC is being "locked", unable to interact with. Once the mod is uninstalled, that particular NPC is "unlocked" and interaction is restored. Now, After doing a clean save with Save tool cleaner, the traces of that NPC are still present in DATA/SKSE/Plugins/StorageUtildata/Manipulator and installing new version (2.9), locks that NPC again. So, After clean save, manual deletion of Manipulator folder from that directory is also needed. I did that and that particular NPC wasn't locked for interaction. 2016-05-06 07_05_17-Manipulator.png There is nothing in that file that could "lock" NPCs. It stores hotkeys and other stuff from Settings; it stores saved NPC stats from People but those are not automatically loaded; and then it saves defined outfits. So I dunno. Conflicting hotkey? Added: If you're not dismissing harem members before cleaning the save, that might be the problem. They remain attached to scripts and forms which no longer exist. When cleaning, are you also removing deleted form, or just scripts? If you're leaving the forms, then that may well be why they end up locked. Manipulator sets potential follower (PotentialFollowerFaction). It doesn't offer anything for making an NPC an actual follower (CurrentFollowerFaction). Further, an NPCs that are currently following will be dismissed as followers if added to your harem, because Manipulator will break most/all followers mods. Sorry, but I'm not sure I understand. I've been thinking of adding this mod to my setup (which I'm still putting together), so I haven't tried anything yet. Do you mean once a follower is added to the harem, that follower cannot be asked to join your party again? So for example, if I make Lydia part of the harem, she can no longer join me as an ally? The Harem essentially overrides everything, by design. It has to in order for it to be able to control NPCs which might also be under the control of high priority quests. As Karlpaws said, if you need/want an NPC to follow, release from the harem, then you can get him/her to follow again. SLA isn't required, no. The mod will work without. I think you may have cleaned out too much ... like possibly required scripts. Note that the included BSA only contains voice files, not scripts; the scripts are loose. Otherwise you may have nuked one or more other scripts, like PapyrusUtils (which is bundled with SexLab). I actually "cleaned" it back to stock Skyrim, then copied back every mod I use (leaving out all the ones I was testing or decided I don't wish to use any more), testing for two hours of play at each stage (was making sure the skse issue truly resolved the crashes I was getting). I tested SexLab (using SL Solutions and Dangerously Nude) before installing The Manipulator - it was the very last thing to reinstall. I copied all files, including all the loose files. I made sure there wasn't an old settings file from an earlier play. Is there any way to tell where it's failing from any of the logs? Maybe use the console to find what stage the quest is in? It's literally the ONLY mod not working, which is irritating given I didn't have a lick of trouble before. There are no stages, so no (not that kind of quest). Only thing I can suggest is installing SLA as a test and see what happens. Meantime I'll poke at the code again.
Guest ffabris Posted May 6, 2016 Posted May 6, 2016 Is there any way to tell where it's failing from any of the logs? Maybe use the console to find what stage the quest is in? It's literally the ONLY mod not working, which is irritating given I didn't have a lick of trouble before. Try the attached without having SLA installed, see what happens. If it fails again, please try installing SLA, as I asked above. The Manipulator 3.0 Loose.rar
JLF65 Posted May 6, 2016 Posted May 6, 2016 Is there any way to tell where it's failing from any of the logs? Maybe use the console to find what stage the quest is in? It's literally the ONLY mod not working, which is irritating given I didn't have a lick of trouble before. Try the attached without having SLA installed, see what happens. If it fails again, please try installing SLA, as I asked above. Downloading now - will report back shortly...
Guest ffabris Posted May 6, 2016 Posted May 6, 2016 Thanks - I may be afk for dinner when you do. But I'll be back.
JLF65 Posted May 6, 2016 Posted May 6, 2016 Works fine WITH SLA, doesn't work without it. So there's still something SLA dependent in the code. Sorry about the hassle, but I just HATE SLA with all my heart and soul. Can't tell you why, I just do.
Guest ffabris Posted May 6, 2016 Posted May 6, 2016 Works fine WITH SLA, doesn't work without it. So there's still something SLA dependent in the code. Sorry about the hassle, but I just HATE SLA with all my heart and soul. Can't tell you why, I just do. OK, made a cpl more changes for you to try. And I tried it myself: took SLA out (along with everything that has it as dependency) and tested. I got the Manipulator MCM opening. So if this doesn't work for you, I have NFC. :-| (The attached is different from the one before, even if the version is the same.) Added: Did more digging ... is SLA is installed but not enabled in your load, then Manipulator will load in MCM. If SLA is not installed at all, no MCM. If this is an acceptable work-around, then good. Otherwise, I'm not sure how to "fix" it. The Manipulator 3.0 Loose.rar
JLF65 Posted May 6, 2016 Posted May 6, 2016 Works fine WITH SLA, doesn't work without it. So there's still something SLA dependent in the code. Sorry about the hassle, but I just HATE SLA with all my heart and soul. Can't tell you why, I just do. OK, made a cpl more changes for you to try. And I tried it myself: took SLA out (along with everything that has it as dependency) and tested. I got the Manipulator MCM opening. So if this doesn't work for you, I have NFC. :-| (The attached is different from the one before, even if the version is the same.) Added: Did more digging ... is SLA is installed but not enabled in your load, then Manipulator will load in MCM. If SLA is not installed at all, no MCM. If this is an acceptable work-around, then good. Otherwise, I'm not sure how to "fix" it. I can live with installed but not enabled. There are a couple other SL mods that like having SLA installed, but not enabled.
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